the victim is sleeping. The caster must pour a small amount of blood down the person’s throat, drop poison-ous insects or draw symbols on her skin, and whisper an incantation that lasts half an hour.
E
EFFFFEECCTT:: The ritual gives the target exceptionally vivid and disturbing dreams while it removes a portion of her soul. The soul bit is absorbed by the caster. Each night that the ritual is repeated, a little more soul is trans-ferred. Since certain detection and protection spells only work on beings without souls, having a soul can be quite useful. This spell can only be used on humans and other creatures that naturally have souls. It cannot be used to temporarily remove the soul from vampires or other demons who have found a way to gain or regain their soul. This spell may be exclusive knowledge of the Mok’tagar demons or it may be more widely known.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Ritual (half an hour) (+0), noticeable scope (one being) (+1), permanent duration (+3), unusu-al ingredients (-1), major effect (+3).
R R
EESSTTOORREES S
OOUULL per-form an incantation lasting approximately ten minutes.The caster also needs a bit of hair, blood, toenail, or some other fragment of the body of either the demon who is stealing the soul or the person whose soul is being stolen (but not both).
E
EFFFFEECCTT:: The instant this counterspell is completed, the target’s soul is returned and cannot be stolen again for the next three hours. The spell aids any being with a soul, but will not work if the target’s soul has been ban-ished by a spell like Soul Reave (see Monster Smackdown, p. 122).
A
ASSPPEECCTT AANNAALLYYSSIISS:: Ritual (less than half an hour) (+0), noticeable scope (one being) (+1), permanent duration (+3), unusual ingredients (-1), major effect (+3).
L L
IIGGHHTT OOFFG G
UUIIDDAANNCCEE incan-tation. Everyone else must light a candle and chant for five minutes.E
EFFFFEECCTT:: As soon as this spell is cast a tiny light as bright as a small flashlight appears. The caster can ask the light to lead her to anyone or anyplace she knows well enough (pretty much your call here, obviously Willow knew her friends well enough to use it but that level of intimacy may not be required). It leads her towards this destination, moving a few feet ahead of her, regardless of whether she is walking or running. If the caster keeps changing her mind about where she wants to go or who she wants to find, she may end up with half a dozen little lights playing Christmas tree every which way around her face.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Ritual (five minutes) (+0), may be Quick Cast (+1), severe scope (area of a large building) (+2), medium duration (one minute per Success Level) (+0), minor effect (+0).
TM
L
picture of the caster’s lover or ex-lover. To complete the spell, the caster must burn the lover’s picture. Only someone who once had a strong positive emotional con-nection with the target can cast this spell.E
EFFFFEECCTT:: This is the standard curse used by jilted lovers, angry business partners, or anyone else who believes someone has betrayed them. While the caster is no doubt convinced that her victim is getting what she deserves, this spell is not about justice—it smacks the target with the angry hand of vengeance. Once cast, the target finds that everyone who previously loved her now hates her. Lovers and ex-lovers that the target cares about tend to die messily and pretty much anyone or anything else the target loves falls apart or turns against them. Like many of the seriously dark spells, this one also tends to have a nasty twist. If the target still loves the caster, the caster might end up messily dead, ensur-ing that both she and the target come to grief over this spell. As a final kicker, the spell imposes bad luck on the target. She gains five points of the Bad Luck Quality.
The spell itself doesn’t cause the target harm, but the bad luck might, as might the badness happening to those around her.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Recitation (couple of minutes) (+1), caster must have strong connection to target (-1), notice-able scope (one being) (+1), very long duration (+2), unusual ingredients (-1), awesome effect (+5).
D
con-taining mandrake root and several other rare herbs. The caster must empower this powder or pill during a three-hour ritual that invokes the power of Proteus, the god of change. To cause the spell to take effect, the powder or pill must be eaten or drunk by the target. Since man-drake tastes really nasty, the caster must conceal the pill in a glass of scotch, pot of chili or a banana-strawberry Go-Gurt (for the health conscious).E
EFFFFEECCTT:: This spell transforms the target into a demon specified by the caster when the powder is created.
Unlike purely illusory transformations, the target doesn’t
just look like a demon, she actually becomes a demon.
She can only speak demonic languages. Her personality takes longer to change than her body. Still, within six or nine hours, she is going to be thinking just like a demon—including all that desire for violence, human hearts, and other sorts of nastiness. After the target has been a demon for three hours, she must succeed at a Willpower (doubled) roll to resist giving into her demon-ic nature. Another roll, with a cumulative -1 penalty, is required every three hours after that. After 15 hours as a demon, the rolls cease becoming more difficult (-5 penalty max).
A
ASSPPEECCTTAANNAALLYYSSIISS:: Very lengthy ritual (three hours) (-2), noticeable scope (one being) (+1), permanent duration (+3), unusual ingredients (-1), major effect (+3).
II
OONNIIZZEEA A
IIRR* *
Within this area, static cling is seriously harsh and all forms of TV, radio, and cell phone communications are cut off. The effect is stronger in the immediate vicinity of the spell, and everyone within a few yards of where it is cast winds up with a serious bad hair day until the spell is over. This spell only lasts for about an hour, but dur-ing that time it is a truly awesome way to keep someone with a cell phone from calling for help, or to really annoy someone who wanted to watch the big game.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Ritual (ten minutes) (+0), major scope (neighborhood) (+3), long duration (+1), minor effect (+0). snake-skin, and two Witch casters.
E
EFFFFEECCTT:: This spell is used to summon a draconian katra from the distant demon dimension in which they are found. Katra appear as glowing gemstones of various colors. All of these stones are small, flat, and fit easily within a human (or demonic) hand. A draconian katra is a one-shot mystical item that can switch the caster’s mind with that of someone else. The caster need only
TM
arrange to hold the katra and touch it to the target’s hand and whisper a short incantation. In an instant, the caster’s finds herself inhabiting the target’s body and vice versa. Both parties retain all of their skills and men-tal Attributes, as well as any menmen-tal or magical traits like Emotional Problems or Psychic Visions. Their physical Attributes and traits like Jock, Werewolf, Slayer, or even Vampire remain with their bodies. The transformation may only be reversed by summoning another katra. The caster can only use this spell to switch targets who have some connection to humanity—hell gods, demons, or other completely inhuman creatures are immune.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Dual casters (-1), casters must have Sorcery (-1), ritual (less than half an hour) (+0), notice-able scope (one item) (+1), creates magical item (+1), per-manent duration (+3), rare ingredients (-2), major effect (+3).
E
E
TTHHEERRIICCS S
CCAANNNNIINNGG* *
S
SOOUURRCCEE:: 4.16 Who Are You?
Q
QUUIICCKKCCAASSTT:: No P
POOWWEERRLLEEVVEELL:: 3 R
REEQQUUIIRREEMMEENNTTSS:: Two Witches, candles, a pot of herbs for anointing the participants, and a personal item of the person being scanned.
E
EFFFFEECCTT:: One Witch sends her consciousness into the nether realms, while the other acts as an anchor, keep-ing her soul from becomkeep-ing lost. While in the nether realms, the Witch can perceive any ongoing mystical effects in the vicinity of the person being scanned, including possession, curses, or magical transforma-tions. This is a highly dangerous spell—a mistake most likely results in the projecting character becoming lost and unable to return to her body. In this case, the body becomes an immobile, soulless husk that must be fed and given water. Even worse, the body dies within a month unless the Witch finds her way home. While no safer, the easiest way to help a lost Witch find her way home is for another pair of Witches to perform this spell using an item belonging to the lost Witch. The projecting Witch must then go into the nether realms, locate the lost Witch’s spirit, and guide it home. Then again, if this second spell goes awry, two Witches are lost in the nether realms.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Dual casters (-1), casters must have Sorcery (-1), recitation (couple of minutes) (+1), notice-able scope (one being) (+1), medium duration (one minute per Success Level) (+0), major effect (+3).
F F
OOGG OOFFP P
RROOTTEECCTTIIOONN SSOOUURRCCEE:: 4.17 Superstar Q
QUUIICCKK CCAASSTT:: Yes P
POOWWEERRLLEEVVEELL:: 4 R
REEQQUUIIRREEMMEENNTTSS:: Witches need merely say a few words and point their hands in the desired direction. Non-Witches need only chant for a minute or two and let the magic happen.
EEFFFFEECCTT:: A white fog billows from the caster’s hands.
The fog dissipates quickly, but anyone else who is touched by it is rendered completely senseless and some-what dizzy for a minute. This spell produces enough fog to affect one person (or demon), two if they are close together. This effect doesn’t last very long, but it can allow the caster to duck around a corner or into a clos-et. That should give a bit of a breather from whatever nasty thing is chasing her.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Recitation (less than a couple min-utes) (+1), may be Quick Cast (+1), noticeable scope (nearby target) (+1), short duration (one Turn per Success Level) (-1), severe effect (+2).
S S
PPIIRRIITTC C
AALLLLIINNGGSSOOUURRCCEE:: 4.18 Where the Wild Things Are Q
QUUIICCKK CCAASSTT:: No P
POOWWEERRLLEEVVEELL:: 3
RREEQQUUIIRREEMMEENNTTSS:: Three magicians, a table draped in a red cloth, several candles. Everyone joins hands and after a short invocation, the spirit or spirits appear.
E
EFFFFEECCTT:: This spell can be used to summon anything from a single ghost to a vast accumulation of poltergeist energy. It can also be used to communicate with a spir-it that is willing and able to talk. Although the spell need not be cast on the haunted site, at least one of the
magi-TM
cians must have been to that site. Once the spell is cast, the spirit shows up, and while it is present, it does not notice events occurring in the area it normally haunts.
The problem is that the spell does not compel the spirit to remain. Once it shows up, it is up to the caster and the other people present to keep it engaged. If the cast-er has something to offcast-er the spirit, she might be able to keep it around. She might even be able to deal with the problem that is causing it to hang around the world of the living. If the caster doesn’t have anything that the spirit wants or if the spirit is merely an accumulation of energy and not an actual ghost, it generally sticks around for only five or ten minutes. Also, if someone at the site of the haunting does something that directly threatens the spirit, it notices the attempt and instantly pops back to the place it haunts, unless the caster offers it something very desirable. The spell can only cause a spirit to appear visibly and to become audible, it cannot force a spirit to take solid form—this is not a means to physically attack an otherwise immaterial spirit.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Multiple casters (-2), recitation (cou-ple minutes) (+1), severe scope (up to ten spirits) (+2), instant duration (+0), severe effect (+2).
P
chanting an invocation to Medusa and the Gorgons.Then, she must touch the target with her left hand.
E
EFFFFEECCTT:: This spell completely immobilizes the target for a number of Turns equal to the Success Levels gained. This spell is also most dangerous. Since the caster must be close to the target and loads of brightly glowing magical energy surrounds her, she makes a dandy target. During the time she is chanting, if anyone kills the caster, knocks her unconscious, or even inter-rupts her chanting by tossing her against a wall or slap-ping a big piece of duct tape over her mouth, the spell automatically fails. Even so, the caster must roll for magical side effects. This spell is the ideal method for paralyzing critters too nasty for even a Slayer to easily defeat. Still, those are exactly the sorts of monsters who can easily smash a Witch to a pulp before she can finish this spell.
A
ASSPPEECCTT AANNAALLYYSSIISS:: Recitation (five Turns) (+1), notice-able scope (one being) (+1), short duration (-1), unusual requirements (must touch) (-1), severe effect (+2).